The Eyes Had it
The Eyes Had it by Pierre
86 cards in Multiverse
1 with no rarity, 21 commons, 19 uncommons,
34 rares, 11 mythics
1 colourless, 14 white, 18 blue, 16 black, 3 red,
10 green, 6 multicolour, 10 artifact, 8 land
26 comments total
Random Thoughts and ideas
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Mechanics | Skeleton |
Cardset comments (1) | Add a comment on this cardset
Recently active cards: (all recent activity)
Equipped creature gets +2/+2 and has Menace.
Whenever equipped creature deals combat damage to a player, that player discards a card or sacrifices a creature and you either draw a card or return a creature from your graveyard to your hand.
Equip
Permeate (When a attacking creature is not blocked, you may pay this cards converted mana cost and equip cost and equip it to the target attacking creature.)
Whenever equipped creature deals combat damage to a player, that player discards a card or sacrifices a creature and you either draw a card or return a creature from your graveyard to your hand.
Equip

Permeate (When a attacking creature is not blocked, you may pay this cards converted mana cost and equip cost and equip it to the target attacking creature.)
Equip
Equipped creature gets +1/+1 and has ward
.
At the end of each turn if the equipped creature is tapped put a stun counter on it.
Permeate (When a attacking creature is not blocked, you may pay this cards converted mana cost and equip cost and equip it to the target attacking creature.)

Equipped creature gets +1/+1 and has ward

At the end of each turn if the equipped creature is tapped put a stun counter on it.
Permeate (When a attacking creature is not blocked, you may pay this cards converted mana cost and equip cost and equip it to the target attacking creature.)
When a creature enters play under your control, perform "The search"
The Search
- Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the end of your turn, If you control no creatures you may sacrifice or discard Rescue from nature and perform "The Search"
The Search
- Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the end of your turn, If you control no creatures you may sacrifice or discard Rescue from nature and perform "The Search"
When Temporary rest enters play exile all non land permanents with converted mana cost
or less.
syphon 2 (you may tap 2 creatures to transform this card.)

syphon 2 (you may tap 2 creatures to transform this card.)
Whenever a creature you control becomes tapped, tap target creature an opponent controls and put a stun counter on it.
At the end of each turn you gain 1 life for each tapped creature opponents control.
At the end of each turn you gain 1 life for each tapped creature opponents control.
When unknown cave enters play target opponent looks at the top 7 cards of your library, reveals and exiles a creature card then puts the remaining cards in your graveyard.
Add
to your mana pool.
pay 2 life, or discard a card add
of any mana color to your mana pool.
Syphon
(you may tap
creatures to transform this card.)




Syphon


When Unknown Cave transforms into Fount of Light.
Put a card exiled by Unknown Cave into your graveyard, you gain life equal to it's converted mana cost and exile a permanent target opponent controls with converted mana cost equal to or less than that card, until Fount of light leaves play.
Tapped creatures you control have ward
Put a card exiled by Unknown Cave into your graveyard, you gain life equal to it's converted mana cost and exile a permanent target opponent controls with converted mana cost equal to or less than that card, until Fount of light leaves play.
Tapped creatures you control have ward

Recent comments: (all recent activity)
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not sure if this should be a rare
I think it should be mentioned what happens to the exiled card when Battle Mage leaves the battlefield.
Thank you for the comments, was a random idea I just quickly put down. I have cleaned up the card a little to see if I can get it a bit more focused.
Did you mean "exile a nonland permanent"? On the other hand your opponent also can just exile a land card and you gain 0 life. Feels like the card doesn't really communicate well what considerations should go into making choices here.
I feel, "reverse hideaway" may have a place, but this card tries to do too many things; there are two or three decent cards designs hidden in this, and they'd all be better off being their own distinct cards.
Enders Eye
Unknown Cave
Since this card was first designed, you can actually use the word mill in rules text now!
It's not Upheaval, but in a blink-deck it's still very nasty.
Well, let's see - what have we now. 6 mana, sorcery speed. Bounces everything other than eye or lands, and mills someone for a lot.
I guess that's the core of what you wanted it to do. It's still good - and simpler to uderstand since it doesn't have that rider. It's a blue-wrath, that also progresses either your "I want a graveyard I can use" or your "Mill them to death" objective. And the set does indeed have a few other eye creatures you can build around.
Which would probably make this not very good in draft, which is amusing - but hardly an unusual position for a mythic.
> There is only two creature with the type eye, Going to see if i can make a set with it
I wanted to point that out somewhere, but it makes the game seem more human, doesn't it? Having exactly two Eyes?